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Welcome to www.eeve.org, the home of games like Castle Fight, eeve! Tower Defense, You Tower Defense and many other Warcraft 3 projects by geX and others. Here you can get the latest downloads and official information. Join our forum community and participate in the discussion. Have fun!
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| NEWS |
Thu Apr 19, 2012 10:45 am |
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Here is the next YouTD DevKit update.
DevKit v1.22 Changelog |
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-Updated most of the triggers (copypaste from real map). -added a getBaseBountyValue() method to the Creep struct. -fixed a rounding issue in parsescripts. -added calcAttackCrit(). -added calcAttackMulticrit(). -added missing space into dps tooltip. -Fixed an internal spelling error: Unit.substractMana -> Unit.subtractMana. Also changed this method to return 0 if <subtractIfInsufficient> is set to false and the unit has insufficient mana. Towers/items that used this method in the past will need updating. -Added Event.getAutocastType, which can be called from an onSpellCast or onSpellTarget event. -Added a bunch of accessors to the AutocastType struct. Namely: getRange, getCooldown, getManacost, isItemAutocast, getName. -Added creepMultiboard & show unit stats abil to builder. -Added a Lightning struct to the Effect trigger. Use the new methods within to create lightnings. Currently only supports static lightnings, so either destroy your lightning immediately after creation, or create it between stationary units (ie. towers, stunned creeps). -Added the TimerUtils trigger to the tower and item creation maps. -Set all testcreep collision sizes to 8.0. The numbers before varied from 16.0 to 32.0 and were causing some auras to go haywire. Also, creeps won't block each other so much anymore. -Added a bunch of methods to the Unit struct for adding spellcrits to the next spelldmg instance. -Added a setPower() method to the Buff struct. This is to be used only on AuraBuffs and should be called from the Buff's onRefresh event, as the aurabuff will otherwise revert to its old power when upgraded (ie, when tower levels up or when the aura giver changes). -Can now force a Unit to execute its Aura's onRefreshEvents with refreshAuras(). This will immediately call the AuraBuff's onRefresh event for every unit that this buff is on. Useful if you have a setPower call in your AuraBuffType's onRefresh handler.
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-> DevKit Download
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Sun Dec 25, 2011 11:02 am |
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Today we have a fast bugfix release for you. We fixed Lost Soul & Ray Blaster for this version.
Changelog YouTD v3.2b |
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Previous Bugs - Banish is now considered a friendly buff. (ie. it will no longer last longer if you increase a creep's debuff duration) - Fixed issue with items of allies flying back when the carrying tower is upgraded. Miscellaneous - Builder exp bar now dynamically shows player exp & level. XP-to-level formula has been reworked a bit to suit, though is still very similar to the earlier one.
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As always: If you want to host this map with GHost++ here is the config file.
GHost++ Config |
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map_path = Maps\Download\YouTD_RC3.2b.w3x map_localpath = YouTD_RC3.2b.w3x map_size = 82 182 37 0 map_info = 242 139 23 130 map_crc = 93 241 9 146 map_sha1 = 105 20 170 169 58 192 46 171 143 217 242 92 189 5 246 71 46 132 22 177 map_width = 148 0 map_height = 148 0 map_numplayers = 9 map_numteams = 2 map_slot1 = 0 255 0 0 0 0 1 1 100 map_slot2 = 0 255 0 0 0 1 2 1 100 map_slot3 = 0 255 0 0 0 2 8 1 100 map_slot4 = 0 255 0 0 0 3 4 1 100 map_slot5 = 0 255 0 0 0 4 1 1 100 map_slot6 = 0 255 0 0 0 5 2 1 100 map_slot7 = 0 255 0 0 0 6 8 1 100 map_slot8 = 0 255 0 0 0 7 4 1 100 map_slot9 = 0 255 2 1 1 8 1 1 100 map_options = 96
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HAPPY CHRISTMAS!
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Wed Dec 14, 2011 12:50 pm |
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Our next YouTD version is released now; this version is only a small bug fixing release with only small tower / item adjustments. We wanted to get it released pretty soon; so nothing big here. One of the changes is that we finally took Rune of Recursion out of the game (because it caused too many desyncs). Some basic tower / item statistics: - added towers: 9
- updated towers: 29
- removed towers: 1 (Newborn Ice Whelp family was revoked)
- number of towers in the map (total): 536
- added items: 5
- updated items: 0
- removed items: 0
- number of items in the map (total): 233
Changelog YouTD v3.2 |
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Previous Bugs -Disallowed sharing of tower items. -Fixed armourtype display for challenge waves in numbercruncher mode. -Fixed colouring of -follow text. -Fixed tooltip colouring for some of the beginner builders. -Fixed issue with mana sometimes not being added properly to units. -MB stats now correctly handle damage that breaks integer cap. -Crittext is now no longer limited by integer cap. -If all four ministashes are about to overflow, the oldest tower in the queue will now be removed. -Fixed issue with projectiles moving in unexpected ways if given a new interpolation order after creation.
Items -Removed Rune of Recursion. -Adjusted diminishing returns on item drop chance. They now kick in a little earlier (before: at 175%, now: at 150%) and flatten the growth a little more. Might now be worth juggling multiple carries 
Creeps -Semi-mech debuff duration from -40% to -50% -Mech debuff duration from -80% to -90%
Miscellaneous -'Attackspeed' is now one word in the multiboard. -Debuff duration in multiboard now coloured green for values < 100% and red for values > 100% and will not drop below 0% in multiboard. -Auras, iterates and autocasts now take into account tower offsets when making distance measurements - everything should now be symmetrical. -Positioning of range runes and question marks (when a tower mb is opened) now also takes into account tower offsets. -Add a creep multiboard that can be opened with the builder's 'show unit stats' ability (renamed from show tower stats). Feedback/suggestions on improving its layout is more than welcome  -Reworked the hp regen system again a bit, so that it will now properly interact with regen % modifiers. -Creep/Tower Multiboard will now close if the unit is destroyed. -Creep/Tower multiboard will now maximise itself if Creep/Tower stats are selected to be viewed after having been minimized. -Added '-cede/uncede', which lets the player relinquish their choice on an early start. Then only the teammate needs to press the 'Start Next Level' button to release the next wave. -When a buff is reapplied with same level but higher power, the event is now considered as an upgrade event and not a refresh event. New power level is now also properly considered. -Tower and item autocast settings are now carried over when a tower is upgraded/replaced. Note that if the tower is replaced by another from a different family, then only the item autocast setting will carry over.
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If you want to host this version with a hostbot you have to use the following config file (please report if the file works).
GHost++ Config |
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map_path = Maps\Download\YouTD Releases\YouTD_RC3.2.w3x map_localpath = YouTD_RC3.2.w3x map_size = 144 148 37 0 map_info = 202 14 200 114 map_crc = 19 99 56 2 map_sha1 = 140 239 133 201 214 26 122 59 175 8 93 64 145 48 137 211 70 184 99 39 map_width = 148 0 map_height = 148 0 map_numplayers = 9 map_numteams = 2 map_slot1 = 0 255 0 0 0 0 1 1 100 map_slot2 = 0 255 0 0 0 1 2 1 100 map_slot3 = 0 255 0 0 0 2 8 1 100 map_slot4 = 0 255 0 0 0 3 4 1 100 map_slot5 = 0 255 0 0 0 4 1 1 100 map_slot6 = 0 255 0 0 0 5 2 1 100 map_slot7 = 0 255 0 0 0 6 8 1 100 map_slot8 = 0 255 0 0 0 7 4 1 100 map_slot9 = 0 255 2 1 1 8 1 1 100 map_options = 96
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You can download the map here (if you can't reach the "Downloads"-button in the header).
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This version started as a fast bug-fixing release but it took us some time because more and more things were added to the map (including towers & items). Thanks to all contributors for helping creating cool stuff. We got 534 towers in the map now - 85 are new; 52 got updated and we had to remove 7 from the game. We also got 14 new & 6 updated items; that sums up to 228 items in total. RC3.1 contains (among others):- Fixed issue with tower randomisation weighting being greatly in favour of cheaper towers in each rarity (fixed by geX)
- Increased projectile limit, so now PrList warning should be much much rarer. (fixed by geX)
- New creep ability: Ghost. 90% chance to block a non-magic, non-spell attack. HpMod: 0.23, minLvl: 64. Ghost creeps are tinted blue. Ghost will not stack with armour, ethereal, evasion or immune creeps.(added by geX)
- Added extreme difficulty. Creeps have even more hp than in hard, and their armour grows more too!
- Farseer now also has +10% spelldamage.
- Game now saves fractional gold values and adds them to the player's gold once they are big enough ( > 1). As a result, there will no longer be gold loss due to rounding in bounty distribution team mode and the Player.giveGold method now accepts a real, rather than an int.
- Oils are no longer shareable, items now are.
Complete Changelog YouTD RC3.1 |
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Previous Bugs -Fixed desync issues with Rune of Recursion. Apologies to all that were cause grief by this :( -Fixed issue with tower randomisation weighting being greatly in favour of cheaper towers in each rarity (fixed by geX) -Using two integers rather than two reals now to store total damage dealt by tower, player and team. Hopefully the multiboards won't display any more weird values now. -bonusSys reworked for hp and mana, so that the proper amount is now added for very high values. -Fixed instajib method not instajibbing units with really high health. -Fixed multiboard refreshing itself with the details of a random Unit after the original tower was destroyed/upgraded/replaced. -Increased projectile limit, so now PrList warning should be much much rarer. (fixed by geX) -Disallowed buying towers for other players (fixed by geX) -Fixed gamemode typo: "Random base towers, ugrade allowed" -> "Random base towers, upgrade allowed" -Fixed grammar in early start message. -Fixed projectiles ignoring the first unit in their iteration loop. -Tower collision size is now factored into the autocast triggers, so they should now be buffing the same towers that can be reached by manual casts.
Creeps -New creep ability: Ghost. 90% chance to block a non-magic, non-spell attack. HpMod: 0.23, minLvl: 64. Ghost creeps are tinted blue. Ghost will not stack with armour, ethereal, evasion or immune creeps.(added by geX) -Immune creeps are now tinted red. (added by geX) -Ethereal waves are now synchronised (Whole wave becomes ethereal at the same time). HpModifier reduced from 0.57 to 0.48 -Eth will no longer spawn with Mech, Regen, or XRegen. -Ethereal minLvl from 20 to 24 -Mech nerfed from -100% debuff duration to -80%. HpMod from 0.32 to 0.38. minLvl from 65 to 56. Now called 'Mech+' -Added a lower tier Mech, which has -40% debuff duration. HpMod: 0.72, minLvl: 40. -Added extreme difficulty. Creeps have even more hp than in hard, and their armour grows more too!
Builders -Queen of the Seven Skies dmg vs air increased from 15%+1%/twrlvl to 15%+2%/twrlvl and also now gives +5% attackspeed. -Barbarian crit boni rescaled: critchance from 10% to 0.4%/twrlvl and critdamage from 50% to 2%/twrlvl. -Pandaren boni rescaled: itemfind from -75% to -70%+1%/twrlvl, spelldmg&basedmg from 35% to 30%, removed bonus dmg vs normal. -Alchemist cons tweaked: buff duration from -50% to -35%, added 25% debuff duration. -Fixed Elementalist tooltip. -Elementalist con changed from -15% damage to humanoid and nature to -20% income rate. -Royal Assassin cons tweaked: damage to normal from -15% to -8% and added -12% damage to mass. -Farseer truesight has the '650' coloured now. Builder truesight now also displays the range. -Farseer now also has +10% spelldamage. -Adventurer item quality bonus increased from 15% to 20%. -Master of Encyclopaedic Wisdom exp gain increased from 40% to 80% -Sorceress rebalanced: damage from -30% to -15%-1%/twrlvl, spellcrit chance from 15% to 20%, spelldamage from 40% to 50%, added +1%/twrlvl damage vs magical creeps.
Miscellaneous -Once a tower stash is about to overflow, something AWSUM will happen, so that no tower is lost. Play to find out ;) (added by geX) -New 'player proness' option: Number Cruncher. Same as pr0, but displays more detailed creep stats at the start of each new wave, such as their hp, armour, mana, etcetc. (added by geX) -Game now saves fractional gold values and adds them to the player's gold once they are big enough ( > 1). As a result, there will no longer be gold loss due to rounding in bounty distribution team mode and the Player.giveGold method now accepts a real, rather than an int. -Increased tower multiboard width slightly. -Multiboard values greater than 999,999 are now displayed as X.XXXM, or X.XXXG, etc, to prevent multiboard from overcrowding. -Moved the 'damage to race' section up a row, seeing as the tower total damage will no longer be overflowing into the next collumn. -Oils are no longer shareable, items now are. -Fixed text for -follow command. -Buffgroups now roll over when you replace/upgrade a tower. -Added a spacebar to the 'dps' modification tooltip display.
Not addressed! -Bug with some hostbots that states game is singleplayer and gives no savecode. -Moving doodads glitch. -Issue with waves not spawning in teammode.
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If you want to host this version with a hostbot you have to use the following config file (please report if the file works).
GHost Config |
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map_path = Maps\Download\YouTD_RC3.1.w3x map_localpath = YouTD_RC3.1.w3x map_size = 79 132 37 0 map_info = 163 148 153 169 map_crc = 250 67 14 227 map_sha1 = 189 226 192 129 182 5 56 80 230 193 220 209 196 173 255 130 89 107 157 141 map_width = 148 0 map_height = 148 0 map_numplayers = 9 map_numteams = 2 map_slot1 = 0 255 0 0 0 0 1 1 100 map_slot2 = 0 255 0 0 0 1 2 1 100 map_slot3 = 0 255 0 0 0 2 8 1 100 map_slot4 = 0 255 0 0 0 3 4 1 100 map_slot5 = 0 255 0 0 0 4 1 1 100 map_slot6 = 0 255 0 0 0 5 2 1 100 map_slot7 = 0 255 0 0 0 6 8 1 100 map_slot8 = 0 255 0 0 0 7 4 1 100 map_slot9 = 0 255 2 1 1 8 1 1 100 map_options = 96
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You can download the map here (if you can't reach the "Downloads"-button in the header).
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Tue Oct 18, 2011 12:57 pm |
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Here is a quick DevKit release because there were so many changes since the last release and developers have trouble keeping track of all changes. But there is still more stuff coming; don't worry.
Changelog Devkit v1.21 |
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-added a resetCooldowns() method to the Unit Struct, for resetting tower ability cooldowns. -Fixed issue with towers not levelling up properly in testmap. -GameTime now starts at zero in testmap. -Added 'getProp' methods for itemOnKillChance and itemOnKillQuality. -Added a 'getRarity' method for items. -Added missing 'getLevel' method from Item trigger in tower creation map. -Added a getProp_ManaRegBase method to the Unit struct. It returns the base mana regeneration of the tower. -Added a list of illegal base abilities (ones which place a buff on the unit by default, or cause terrain deformation) to the parsescripts. Parser will throw an error if you attempt to use them. -Renamed 'setEventOnCleanup' to 'addEventOnCleanup', can now add multiple events on cleanup, without them overwriting each other. -added getX, getY, getZ to Unit struct, so no more having to create and destroy handles everywhere for this. -added Unit.calcBadChance() (for "bad" chances) -added Event.isSpellDamage() function -Player.giveGold now takes a real, and stores fractional gold internally, automatically adding it later, once enough fractional gold has been collected. -onCreate events now fire AFTER the tower unit has been properly placed. -PeriodicEvent.enableAdvanced now properly does what its description states. (switched true and false) -Added PeriodicEvent.getDuration, which returns the interval duration of the periodic event. -Tower collision size now considered in autocast triggers.
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You can download the DevKit in our YouTD section.
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YouTD RC3 prerelease by geX |
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I am happy to announce that Glowackos has finished the new release of YouTD. It comes with a huge list of bug fixes and additions, and of course many new towers and items. Thank you Glowackos and of course thanks to all contributors, you are doing great! The anticipated release date was tomorrow, but I was too stupid to remember that, so tada, here is RC3. One day too early. To sum things up, we got 461 towers in the map now - 90 are new and 16 got updated. The item count is now 216 - 22 are new and 5 got updated. RC3 contains following highlights:-Fixed the buggy champion models and the wraparound in tower damage when a tower got too much damage. -The map should be working on Mac again. -New creep abilities: Ethereal and Mechanical -The result of a horadric cube conversion will no longer be the same as ANY of its components -Tower damage in the tower info board is no longer capped at 2.1 billion (so you will really see how much your kickass tower did!) -The tower info board updates itself while open -If host is afk at the beginning, another player will be able to pick modes -Buffgroups were added! You are now able to select which towers are buffed by a tower with beneficial abilities. That means that your Dragon Sorcerer will no longer buff your support towers if you don't want to, for example. The download can be found here (for people that do not see the download button on top of the page  ).
Complete Changelog YouTD RC3 |
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Bugfixes -Fixed wraparound where champion models did not get reused for levels > 120. -Fixed -incomeinfo (-ii) bug in team mode. Also automatically switches to player multiboard now. -Fixed extra interest being added to Iron Maiden. -Added a temporary remedy for the 'jumping towers' glitch. Towers that have jumped will have their positions reset at the start of the next level. This fix will remain until a preventative solution can be found. (If one exists.) -Fixed problem with Keeper of the Wisdom bonus modifications not being added to towers that had been built prior to levelling the boni. -Capped the following bonuses to prevent them from resetting: Attackspeed (+400%, hardcoded max), Damage Add (+390624), Armour (+624) . The corresponding mods have not been capped though. (reason: an ability/item that crosses this threshold and is then removed from the tower/creep would result in losses if the mod had been capped.) Hence, the numbers in the multiboard won't be capped either. Caps are right at the reset thresholds, so this is no nerf, merely a safeguard. -Reimported the level info icons for towers. Map should be playable for mac users now. No guarantees that it will be completely crash-free though. If it does crash, it is imperative you report it and be as specific as possible so that we can fix the problem. -Fixed leaver players not being set to "ready" if they left at start of game prior to placing a tower. -Fixed item auras not getting removed when the item was dropped. -Fixed level text for pros when creeps had more than two abilities.
Buff Groups -Created buffgroups. Each player has 5 buffgroups [indexed 1-5] into which he/she can group certain towers. Buffgroups are controlled using the following chatcommands: "-add <i>": adds the selected tower(s) to buffgroup i "-remove <i>": removes the selected tower(s) from buffgroup i "-show <i>": shows what tower(s) are currently in buffgroup i "-clear <i>": removes all towers from buffgroup i "-set <i>": forces the selected tower(s) to only use their buffs on towers from buffgroup i "-reset": allows the selected tower(s) to buff all units again
Modes -Point modifier for buildmode reduced from 1.0 to 0.9 -Point modifier for neverending mode reduced from 1.0 to 0.9 -Point modifier for teams-lanes increased from 1.0 to 1.2 -Point modifier for teams-all increased from 1.0 to 1.4 -Removed teamMode dialogue box for single player.
Creeps -New creep ability: Ethereal. Every 5 seconds creeps become ethereal for 2 seconds. Ethereal units can only be hit by magic attacks and spells, from which they receive 40% more damage. A creep will not turn itself ethereal if silenced. Ability will not stack with magic immunity or spell resistance. HpModifier: 0.57 -New creep ability: Mechanical. Creeps have -100% debuff duration. HpModifier: 0.32 MinLevel: 65 -Immune: HpModifier reduced from 0.66 to 0.62 -Stun Revenge: HpModifier increased from 0.35 to 0.4 -XEvasion: HpModifier reduced from 0.37 to 0.35 -Very small increase to creep hp per level growth -Regen and XRegen creep abilities are now triggered, healing the creeps twice a second for same overall amount. Regen creeps that have been alive for over two minutes will gain -100% debuff duration to prevent permastun abuse.
Items -Oils can now be used on teammates' towers. -Item fly to stash speed increased from 300 to 350. -Rune of Recursion now re-adds "Start Next Level" button if cast just before the bonus wave. -Rune of recursion can now only be cast in between levels. -Oils and consumables no longer have goldcosts/"drop item on shop to sell" text displayed. -Reworked oiling system a bit to give better control over which units can and can't be oiled. (No more being allowed to oil distillor! )
Builders -Alchemist: Attackspeed malus reduced from 20% to 15%; Item quality bonus increased from 35% to 35%+2% per tower level. -Arch Sorceress: Damage malus reduced from -35% to -30%. -Increased cast range for 'show tower stats' to 15000 -Removed 'food produced' thingo from taverns. -Removed highlighted 'e' from sell tooltip. -Added an ability for non-boon players that automatically picks up all oils/consumables from the player's item area.
Horadric cube -Fixed issue where cube would convert items to crappy things -The result of a conversion will no longer be the same as ANY of its components. -Fixed a small issue where cube pickup abilities would not always go into cooldown.
Multiboards -(LEFT) text will now also appear in multiboard for players that have left after losing. -Tower total damage, player total damage and team total damage all now consist of 2 reals rather than one (no more overflow limits). -Misc section in tower multiboard has been shifted up a row, so that debuff duration is displayed properly. -Tower multiboard will now remain at the cap for attack cooldown, rather than continuing to decrease with more attackspeed oils. -Added a "-follow <player name/number/colour>" command, which can be used only after you have been defeated, to follow the level details of the chosen player's team. -Income rate and interest rate are now displayed as percentages in the played multiboard. -Tower mutliboard now autorefreshes once every second.
Miscellaneous -Capped interest gain per level to 1000 -Reworked antispam: no more messages or getting punished with lowered xp. If you spam the stop order, your tower's abilities will not get triggered for the extra cheated onAttack events. -If host is afk for more than half a minute at the start of the game, mode picking will jump to the next human player in line. -Added a list of player chat commands to the quests log. -Tower attacks that have had their Event.damage set to 0 will no longer display a crit. -Endgame stats now also display the game version. -Removed building upgrades from the stashes, taverns, wisdom keeper and cube. -Fixed tooltips for darkness and nature upgrades. -Reworded tooltip for Wisdom keepers attack bonus, to emphasize that it is base damage increase.
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GHost Config |
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map_path = maps\download\YouTD_RC3.w3x map_localpath = YouTD_RC3.w3x map_size = 231 152 36 0 map_info = 58 172 120 34 map_crc = 36 6 247 13 map_sha1 = 11 8 43 195 239 151 19 214 226 151 191 95 60 203 236 49 186 160 88 228 map_width = 148 0 map_height = 148 0 map_numplayers = 9 map_numteams = 2 map_slot1 = 0 255 0 0 0 0 1 1 100 map_slot2 = 0 255 0 0 0 1 2 1 100 map_slot3 = 0 255 0 0 0 2 8 1 100 map_slot4 = 0 255 0 0 0 3 4 1 100 map_slot5 = 0 255 0 0 0 4 1 1 100 map_slot6 = 0 255 0 0 0 5 2 1 100 map_slot7 = 0 255 0 0 0 6 8 1 100 map_slot8 = 0 255 0 0 0 7 4 1 100 map_slot9 = 0 255 2 1 1 8 1 1 100 map_options = 96
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We have released a new devkit version which adds some features for developers and fixes some bugs. The full changelog is:
DevKit v1.20 |
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New rule for developers -Please try to limit your use of casts that place buffs, as their duration is not modifiable by the engine. More importantly, DO NOT use casts that disable or slow, use BuffTypes for this purpose instead.
Devkit(these changes are to files also included in the devkit) -Fixed the range display runes from showing up on towers with aura/ability ranges of 0. -Fixed the real & percent formats in the header from returning wrong values for negative inputs. -Fixed the 'turning' and 'non-turning' tower abilities from conflicting with the user-set weapsOn field. (Towers with no attack were being given an attack by these abilities.) -Items can now display their values in the multiboard. Please use this method for items that have special growing bonuses. -Replaced base ability for one of the mana degen abilities with 'AHab' (Brilliance Aura). This is because the preiously used base degen ability would shut off if the unit reached full mana - degen would not work on full mana towers.. This has resulted in an unavoidable buff icon addition to towers with mana degen on them. :/ -Added an AC_TYPE_ALWAYS_IMMEDIATE. Works the same way as AC_TYPE_OFFENSIVE_IMMEDIATE, except that it'll trigger continuously, rather than only when the tower has attacked. -Added the subtract mana method to tower/item creation maps. -Added the 'getProp' methods for finding values of various modifications, that were already in the testmap. -Added an isBuilding function to the header, which returns true for any built building. -Added an isTowerAUnit function to the header, which differentiates between towers that are building and unit based. -Added an extra create method for BuffType: createDuplicate. This method will create a new bufftype based on one of the predefined buffs (cb_stun, cb_silence, cb_banish). It can be used to create a BuffType that stuns, silences or banishes, but can then be given different visuals and/or buff icons from the predefined BuffTypes, along with other events like periodic damage, etc.. -Every new creep entering the map has the ability 'Amrf' added and removed, to allow setting its flyheight. -formatPositiveInt function now takes two parameters: a units value and a billions value. -Fixed level text for pros when creeps had more than two abilities.
ParseScripts -Added parsing compatibility for AC_TYPE_AWLAYS_IMMEDIATE.
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As always you can get it here. A new YouTD version will be released this month if all goes to plan.
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A new devkit version was released with the following changes:
Devkit v1.19 |
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Maps
- Added an orderStop method to the Unit struct, which is to be used instead of issuing the stop order directly
- Added a Unit.isInvisible method
- Added a cb_banish method. Banished units can only be targeted by attacktype-magic and spells, from which they recieve 40% more damage
- Added some methods for manipulating the scaling of creep models (can be found under the Creep struct)
- Updated outdated creep constants in tower/item creation maps (Creep & Modifier structs)
- Fixed multiple level info buttons appearing in item testmaps.
ParseScripts
- Parser will throw an error if a tower is issued the stop order without use of the orderStop method
- UNITCOMESINRANGE event's range, is now also displayed in the tower item tooltip as 'Ability Range'
- Item goldcost in game now corresponds to its goldcost on the website
- Disallowed item pawnability ("drop item on shop to sell" text)
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You can get it here.
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After a long time, we have finally released YouTD RC2 which has many changes and bug fixes (by Glowackos) as well as new content. As mentioned in the changelog there is a new DevKit released which adds some variables and fixes some bugs.
Changelog RC2 |
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Endgame cinematic -Rewrote creator injection code (it was missing in old buildscripts) -Slightly adjusted endgame camera rotation duration and creator spawning interval to properly display all creator names.
Buildmode -Fixed an error with setting of upgrades for raritybasetower creation (old buildscripts again) -Fixed icon postions of towers for buildmode where the bottom left spot would always be left empty.
Devkit (these changes are to files also included in the devkit, which has been updated now) -Fixed an error in the tower injection script, where the aura range would not display properly on the tower item -Added a Game.getMaxLevel method which will return the last level before the bonus wave. Ofc the bonus wave can then be referred to as Game.getMaxLevel + 1. -If tower has more than four passive abilities (including stats change), it will now throw an error during parsing, as opposed to crashing the game. -Silence is now functional. Silencing towers does nothing atm (other than place a buff), however silencing creeps will prevent some of their special abilities from firing (such as second chance & stun revenge). This means the silence is potentially more powerful than stun, so use with care.
Previous bugs -Made a small portion of the towering terrain unbuildable to prevent tower placement doodad eleveation screwups when building next to cliffs -Fixed farseer bonus modifications (other than truesight) not being added to the towers -Completely replaced word 'destillator' with 'distiller', internally and externally. -Compressed the 'you have heaps of lumber' message for pro players. -Renamed 'Pure Ther' oil to 'Pure Aether' -Fixed items not returning to stash if builder has a full inventory when buying a tower -Added a simple antispam system to help prevent a previous exploit. -Replaced farm soundset from tower stashes, taverns, cube and keeper of wisdom, with some other sounds. -Savecode should now appear for all players after winning YouTD in team mode.
New Mode -Added a 'neverending' gamemode, which lasts 360 levels, rotating through the creepmodels three times
Creeps -Immune will no longer spawn with Evasion or Xtreme Evasion. -The maximum amount of lives any creep is able to kill is equal to its minHp. Ie. regen creeps will only deal as much damage as their lowest hp at any point. For second chancing creeps, minHp is now set to equal maxHp*(%mana remaining) right after the moment it has second chanced. -The level of the creep (number displayed under its name when you click on it) now shows its tier. -Fixed some small inconsistencies in the armour tooltips. -Slightly tweaked the hpModifier for the following abilities: Xregen - lowered, Stun - Raised, Second Chance - lowered. This tweak probably won't be noticable though.
Cube -Changed baseIDs of horadric recipe abilities to '(ANCL) channel', so that they can be cast. Casting them will automatically grab the items required for the selected recipe and put them into the cube's inventory. Prefers lowest average level, then lowest rarity. -Reduced cooldown for conversion from 2s to 1s. -Changed recipe tooltips a bit. -Added a 'drop all items' ability to the cube. -Rewrote structure of recipe constants to work more cleanly with new cube improvements -Raised unit item drop range to 500; raised both give and pickup item ranges to 5000. Though these changes have been made for the cube, since they are gameplay constants, they will affect also the builder and tower pickup/give/drop ranges. -Disallowed conversion of towers in cube.
Multiboards -Added 'Income Rate' and 'Interest Rate' to player multiboard - can be toggled on and off with the -incomeinfo (-ii) command. Default is off.
Items -Added a minimum level before higher oil rarities are allowed to drop: common: 0, uncommon, 6, rare: 18, unique: 36 -Added two new consumables: Mine Cart (Rare), Rune of Recursion (Unique)
Builders -Added three new builders: Iron Maiden (Beginner), Elementalist (Advanced) and Goblin Alchemist (Specialist) -Builders are not in the old taverns ~ try find them  -Builder icons for 'show tower stats' and 'toggle scoreboard' are now static (they won't move around). -Fixed sell icon tooltip inconsistency
Defeat -Builder is no longer removed, so you can still see tower details of other players and switch through the multiboard, however all other abilities (truesight, inventory, etc) are removed. Builder is removed once the player leavers the game. -Gold and Forcepoints now get set to zero. -Player's items are now destroyed.
Hotkeys -Added some hotkeys: Cube recipes use QWER for recipes, Z to drop all items, V for conversion; Keeper of wisdom uses basic QWER layout for its bonuses; also just reminding that the force distiller DOES have hotkeys, GeX just didn't put them in the captions: [D]arkness, [F]ire, [N]ature, [S]torm, I[r]on, [A]stral, [I]ce. Base towers now also use these same element hotkeys. Also added E for sell, T for show Tower multiboard (in builder) and N for 'start next level'. Element upgrades use QWER for common, uncommon, rare and unique respectively.
Not Addressed -Mac bug ~ don't have a mac to test. -HostBot allied creeps bug ~ have no idea about hostbots; never used them; can't reproduce the error. Might research this to try provide a fix for some future version.
NOTE: You may also notice some other changes that haven't been listed, as geX had made some fixes after releasing RC1 (before huge catastrophe D:)
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Changelog RC2b |
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-Fixed tracking of gold when selling a tower, which had been making the game think the player was cheating due to the sudden 'unexpected' rise in wealth, meaning they'd get no extra xp at the end. (old stub) -XP penalty for spamming can only potentially bring the player back down to their loaded xp and no further. -removed hotkey for sell (wasn't necessary; player could've pressed it by accident) -fixed towers in the 70-80 gold range from being randomed at start when player has only 70 to spend..
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Tower changes are not included in the changelog; there are some new towers and some fixed older towers. You can check them here. /Edit: RC2b released! -> YouTD RC2b-> DevKitThanks for all contributions.
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Glowackos will try to recreate the build scripts and add new YouTD versions: Glowackos wrote: OAKS! progress! GeX did a thorough search for any remaining You TD resources and he managed to eventually dig up: -current creep map -current stub map -some old build scripts I've had a look through these old buildscripts and readded/edited any missing/defective functions and from doing a bit of testing it seems the next version of YouTD is ready to be made!  What we need now: -people to start submitting towers & items again -moderators to come back from their deep slumber and start approving new towers & items for the next update I'll try to add a few new things into the stub map, such as unlimited levels mode, improving horadic cube, adding an extra builder or two, etc However I admit I am not a very good judge of balance, so I suggest anything to do with tower/item OPness, or any number tweaking, should go through the YouTD moderators foist! I'm still familiarising myself with a lot of things, however if you have any simple suggestions for the next update, post them below. (Remember, I won't be tweaking no numbers without the moderators approving them first. Source: viewtopic.php?f=49&t=5153
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Bad news for my Maps. Or maybe a new start? by geX |
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Again, destiny hit me hard. My USB memory stick broke suddenly. This was where all my maps and their development stuff was saved (since I develop on different PCs so I always have them with me). Of course, I had a safe copy... on my harddisk. Exactly! This harddisk that broke a few months ago. You know, safe copies are useless if ALL your hardware is breaking, including the safe copy device... I admit that I should have made a new one since then, but I am a lazy guy. But I definitly learned form it and it won't happen again... So what does this mean: Almost all my development data vanished .What I could save: CF:A parsed "GMSI run over" version of CF 1.14b (or at least it says 1.14b, I hope it really is it, I found it on my new harddisk). However, all the new stuff I did (rewriting the core engine) is lost  . In addition, I used GMSI scripts to build things fast (assign wood gain to buildings and write an init trigger from all objects). Those build scripts have also vanished. YouTD:The latest version (unparsed with GMSI) was still in my JNGP last saved maps log, so it is still there. However, again, the GSL build scripts that added all the creeps and towers into the map have vanished. Since I really don't have the time (and the verve) to rewrite all the lost stuff, I will try to find someone (or a team) to continue the projects. If you like to continue one of them go ahead and sign up here. However, I need some kind of trust in you that you do not waste the projects and I have to know you got the knowledge to continue them in my quality level. Therefore I require you to show me stuff that you have already done. You should be fluent in vJASS (since they are written in it). Apply in this thread or write me a PM. Show me what you have already done. I will chat with those people where I think they have the knowledge to continue and try to choose one (or more) of them to continue the projects. You must agree that the projects stay on this website since I like it to stay the hub for them. Of course you will be granted all permissions you need here. What is to be done: CF:All my new core engine in clean vjass is gone. So you will have to work with the old code that is sometimes pain in the ass. In addition the GMSI build scripts are gone, so you either write new ones or do everything by hand which is super pain in the ass (creating the init trigger with all buildings, setting lumber cost, training time, lumber gain, bounty gain,.... for all new units). YouTD: YouTD relies on the build scripts to inject all towers and creeps into it. Since these scripts are gone, you have to write new ones. So you need GSL knowledge to continue here. However, the inject mechanism uses the one that also injects the tower into the test map, so the main work is already done. All you have to do is some misc stuff (like creating the base towers and adding the correct tower to the correct base tower, assigning the correct level to towers and items). Once these scripts are restored a new release is very easy. Just push a button here on the website and you will deliviered all towers that are accepted. These can then with one script execution be inserted into the map. I really hope we find someone to continue my projects. Of course, you will receive help from me, but since I am very busy, I cannot spent very much time on it. So go ahead an sign up!
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YouTD RC1 released by geX |
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After a long time of testing, we have finally released YouTD RC1 which should hopefully fix most severe bugs and introduce much new content. The changelog was destroyed when again some of my hardware broke  . To cut things short, here are the most important things (those I remember)...: - Many new towers and items
- Most severe bugs fixed (long loading time, game hanging when clicking on quests, desyncs)
- Map should also work on Macs now
- Fixed many exploits concerning XP code.
- XP Code got resettet, so your old codes are useless. I am sorry for all honest players to lose their points but there were so many abuses and easy cheats so that this was the only solution. However, you gain more points now, so you should be able to regain your old score faster
- Levels got a bit tougher, especially medium and hard.
- Many small feature additions I don't remember anymore
- Speed button! (My favorite new feature) Just like in eeve!TD you can start new levels whenever you want now (but only after the current level has spawned thoroughly)
- Horadric cube works
- Added 3 unique oils
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Castle Fight 2.0 first screens. by geX |
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I have decided to port Castle Fight to Starcraft. I really love the new editor and the stuff it offers. I miss the variety of models of WC3 right now (10 races will be hard with SC2's models), but since SC2 maps support imports much better than WC3 I think I will find a way to add enough cool models to it. I will port the core code which I was rewriting to starcraft code (Andromeda), so the new engine will hopefully be much better than the old one. I will also support different map designs which will offer new tactics. Here are some early screenshots: The old basic layout:  New experimental triple-lane layout:  The screenshot shows only one base. In this layout, bases are linked by three lanes. You can build in the green regions and the castle is standing in the middle. In this layout, you have to protect all lanes (no single lane play possible anymore) since the lanes are so far away that you cannot defend two lanes from one lane. In addition, you cannot use the castle as a shield here. More layouts are to come, look forward 
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sc2mod.com launched and beta keys giveaway by geX |
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Even since the page is on for some weeks, I want to announce it officially here today.sc2mod.com is my latest project concerning Starcraft 2. In contrast to eeve, I do not only want to host my own projects there but make it a community platform for all people interested in Starcraft 2 mapmaking. Of course, my Maps (especially Castle Fight) will be continued in Starcraft 2 (The engine feels great and I think I can do A LOT of stuff with it which was impossible with Warcraft 3). My Starcraft 2 projects will still be hosted at eeve.org So if you are interested in modding Starcraft 2 (this is even a good point for starting your mapmaking career  ), join our community there. We will help you with all of your questions and if you are / become a more advanced mapmaker, you can also contribute content like tutorials to our knowledge base and help other people. To spice things up, we are giving away Starcraft 2 beta keys at sc2mod. There will be numerous contests and other special events where you can win beta keys. Right now, there is a custom map idea contest. Check it out. The next contest will also start these days, so check out the news there.
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Item Statistics Page by geX |
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MasterCassim has created an ItemStats page similiar to the tower stats page. He also made some other improvements to the web script like the duplicate icon detection. Kudos++ for him and the other admins (who also help me and thus the community more than you might think!), everyone!
Let me use this post to call for some more simple common and uncommon items, to fill up the price gaps we currently have. V0.6 will be released soon, then I will have some time for other projects (CF, sc2mod.com,...) hopefully (unless 0.6 is again unplayable buggy  ).
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